Hacker News new | ask | show | jobs
by johnnyanmac 899 days ago
at face value, yes. In reality, most indies are fine and will rarely reach 1M unless you had a breakout success (and Epic made it clear that you keep the first million, so it's not like you magically go from $999,999 to $950,000). Most AAA will negotiate heavily and not end up paying the 5% royalty. Likely some mix of a flat fee + a much smaller royalty.
1 comments

> most indies

True. But I wasn’t really talking about indies (or not only them anyway).

Also the Unity fee/royalty thing doesn’t kick in below 1 million $ AND users, and above that is somewhere between 0.1% and 2.5% depending on your revenue per user (and also is likely negotiable).

Yeah, no worries, I kept up with all the twists and turns of Unity. I was mostly commenting on the outdated changes that people freaked out over. 1m in revenue is fine, 20% per install fee (which is sketchy to track to begin with) after 200k downloads was ludicrous for an indie, especially on mobile. Meanwhile, it still would have been a cheaper deal for the AAA market than UE (especially if you bought enterprise).

If they bumped that old plan to like, $10m Dollars there would have been a lot less outrage. The AAA studios might have revolted but more behind closed doors, as usual.

> 1m in revenue is fine, 20% per install fee (which is sketchy to track to begin with) after 200k downloads was ludicrous for an indie, especially on mobile.

Yeah. But realistically nobody would have paid that much since it would have been cheaper to just update to pro to increase the cap to 1 mill

The funniest thing is that you couldn’t even use Personal if your revenue was above $200k before the price changes in theory there wasn’t a single developer who would have pay the 0.2$ fee per install it at the time of the announcement.. yet it was the source of most of terrible headlines.

it was such an absurd idea for them to even include it (instead of sticking with the 200k cap as they ended up doing afterwards).